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Because of their dual nature, it’s often quite difficult for a given dungeon to rank highly in both of those ways. Dungeons are frequently judged in two ways: how difficult they are, and how “fun” they are when frequently repeated. In a general sense, I would say dungeon design has been a mixed bag in Heavensward, but given that dungeons are fulfilling two different roles (leveling content and core repetition content for endgame), I suppose that’s not surprising. Most players, from the fairly casual non-raider to the dedicated end-game player will end up running a lot of dungeons over the course of their time in the game, and so it’s pretty important that they be strong content in a variety of ways. They’re one of the better ways to level (though the Deep Dungeon now rivals them, at least in speed run groups), frequently required for the Main Scenario, and the main “delivery vehicle” for end-game Tomestone currencies. It’s pretty difficult to progress in FFXIV without doing dungeons at least some of the time. For today, I’m going to be talking about Heavensward’s dungeons, both as individual pieces of content and in their role as one of the game’s central pillars. So far, I’ve talked about Anima Weapons, the Diadem, and the Main Scenario (spoilers!). Sporadically over the next couple of months I’m going to collect some of my thoughts on various legs of the game. As Final Fantasy XIV’s first major expansion, Heavensward had a lot to live up to, and carried a pretty heavy burden, as far as solidifying the game’s foundation for the future goes, and now that it’s nearly over, I’ve been thinking a lot about what the expansion did well and what it didn’t.
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